Dev Log: Just Otter Stuff
It's been pretty quiet around here lately. I haven't updated too often this past week because everyone on my twitter feed was talking about how amazing the new Zelda game is, so I had to go out and buy it, and then spend the next week completely engrossed in it. If you're still on the fence about it, I think it's the best Zelda game I've played since Link to the Past and Ocarina of Time.
Aside from playing Zelda I've also been chipping away at some updates for Otter.
Right here you can see part of that update. Those red funny shaped objects are actually entities that have pixel colliders on them, meaning that they only collide where those pixels are. I know that pixel colliders usually aren't the best thing to do, and are often expensive on the performance side, but for some low res games they can be pretty handy.
I've also been going through and adding more image manipulation support. I've expanded the Texture class in Otter to allow for stuff like getting and setting pixel colors, as well as saving to an image. These are all basic SFML functions, but for the sake of Otter I've gone ahead and combined the SFML Image and Texture class into one thing.
Images, and soon other graphic types, will soon be able to be constructed from an otter Texture which supports all kinds of new loading techniques such as loading from a byte stream.
Just a few more things on my immediate to do list for Otter before I really start digging into an actual game project, yahoo!
Aside from playing Zelda I've also been chipping away at some updates for Otter.
Right here you can see part of that update. Those red funny shaped objects are actually entities that have pixel colliders on them, meaning that they only collide where those pixels are. I know that pixel colliders usually aren't the best thing to do, and are often expensive on the performance side, but for some low res games they can be pretty handy.
I've also been going through and adding more image manipulation support. I've expanded the Texture class in Otter to allow for stuff like getting and setting pixel colors, as well as saving to an image. These are all basic SFML functions, but for the sake of Otter I've gone ahead and combined the SFML Image and Texture class into one thing.
Images, and soon other graphic types, will soon be able to be constructed from an otter Texture which supports all kinds of new loading techniques such as loading from a byte stream.
Just a few more things on my immediate to do list for Otter before I really start digging into an actual game project, yahoo!
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